#version 330

layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;

uniform vec3 offset;
uniform mat4 perspectiveMatrix;

smooth out vec4 fragColor;


void main()
{
    vec4 cameraPos = position + vec4( offset, 0.0f);
//    vec4 cameraPos = position + vec4( 1.0f, 0.0f, 0.0f, 0.0f);

    gl_Position = perspectiveMatrix * cameraPos;

    fragColor = vec4(0.3f, 0.8f, 0.5f, 1.0f);
//    fragColor = color;
}
